9 research outputs found

    Web GIS in practice IX: a demonstration of geospatial visual analytics using Microsoft Live Labs Pivot technology and WHO mortality data

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    The goal of visual analytics is to facilitate the discourse between the user and the data by providing dynamic displays and versatile visual interaction opportunities with the data that can support analytical reasoning and the exploration of data from multiple user-customisable aspects. This paper introduces geospatial visual analytics, a specialised subtype of visual analytics, and provides pointers to a number of learning resources about the subject, as well as some examples of human health, surveillance, emergency management and epidemiology-related geospatial visual analytics applications and examples of free software tools that readers can experiment with, such as Google Public Data Explorer. The authors also present a practical demonstration of geospatial visual analytics using partial data for 35 countries from a publicly available World Health Organization (WHO) mortality dataset and Microsoft Live Labs Pivot technology, a free, general purpose visual analytics tool that offers a fresh way to visually browse and arrange massive amounts of data and images online and also supports geographic and temporal classifications of datasets featuring geospatial and temporal components. Interested readers can download a Zip archive (included with the manuscript as an additional file) containing all files, modules and library functions used to deploy the WHO mortality data Pivot collection described in this paper

    Untersuchung des Zusammenhangs von Presence und User Experience in der Virtuellen Realität als Grundlage fßr die Entwicklung von Trainingssystemen und Medizinprodukten in der Chirurgie

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    Die Dissertation untersucht grundlegende psychologische Faktoren für die Nutzbarmachung der Potentiale von Virtueller Realität für die chirurgische Ausbildung und Medizinprodukteentwicklung.:I Abkürzungsverzeichnis .................................................................................................................... 4 II Abbildungsverzeichnis..................................................................................................................... 5 1 Einführung in die Thematik ............................................................................................................. 6 1.1 Einsatz von Virtual Reality in Medizin und Chirurgie .............................................................. 6 1.1.1 Virtual Reality für chirurgisches Training und Telechirurgie ........................................... 6 1.1.2 Virtual Reality in der Therapie und Rehabilitation.......................................................... 7 1.2 Presence, User Experience und Usability ................................................................................ 8 1.2.1 Begriffe ............................................................................................................................ 8 1.2.2 Verwendete Messmethoden für Presence, User Experience und Usability ................. 10 1.3 Potentiale von Virtual Reality in der Medizinproduktentwicklung....................................... 11 1.4 Motivation und Ziele der Arbeit............................................................................................ 13 1.5 Experimenteller Aufbau ........................................................................................................ 16 1.5.1 Studienaufbau ............................................................................................................... 16 1.5.2 Experimentaltechnik...................................................................................................... 20 2 Publikationsmanuskripte............................................................................................................... 22 2.1 Brade, J., Lorenz, M. et al. (2017). Being there again – Presence in real and virtual environments and its relation to usability and user experience using a mobile navigation task..... 22 2.2 Lorenz, M. et al. (2018). Presence and User Experience in a Virtual Environment under the Influence of Ethanol: An Explorative Study....................................................................................... 35 2.3 Diskussion.............................................................................................................................. 51 3 Zusammenfassung der Arbeit ....................................................................................................... 53 3.1 Hintergrund ........................................................................................................................... 53 3.2 Ziele ....................................................................................................................................... 53 3.3 Methoden.............................................................................................................................. 54 3.4 Ergebnisse.............................................................................................................................. 54 3.5 Schlussfolgerungen................................................................................................................ 55 4 Literaturverzeichnis....................................................................................................................... 56 III Darstellung des eigenen Beitrags.................................................................................................. 64 IV Erklärung über die eigenständige Abfassung der Arbeit............................................................... 66 V Wissenschaftliche Veröffentlichungen und Vorträge ................................................................... 67 VI Danksagung ................................................................................................................................... 7

    Coping with the inheritance of COVID-19: the role of new interactive technologies to enhance user experience in different contexts of use

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    The COVID-19 pandemic has upset the habits of people and various sectors of society, including training, entertainment, and retail. These sectors have been forced to adapt to abnormal situations such as social distancing, remote work, and online entertainment. The pandemic has significantly transformed the training field, leading to the closure of many in-person instruction centers and a shift toward online education courses, which can be less effective. In addition, the entertainment industry has been heavily transformed by social distancing, resulting in the cancellation of many live events and the closure of several cinemas. This has increased demand for online entertainment options, such as streaming services and virtual events. Finally, the restrictions imposed by the COVID-19 pandemic substantially impacted physical stores and fairs, suspending exhibitions for more than two years. This has further driven consumers to rely on e-commerce to fulfill their purchasing and companies to increasingly take advantage of new technologies such as augmented reality. In this suddenly disrupted scenario, new technologies have the potential to fill the gap generated by the pandemic, functioning as an interactive bridge to connect people. This Ph.D. thesis explored the potential of interactive technologies in mitigating the challenges posed by the COVID-19 pandemic in various contexts of use in the above-mentioned areas. Specifically, three lines of research were investigated by conducting different studies using a mixed approach in the Human-Computer Interaction field. The first research line focused on the study of immersive virtual reality training, with a particular interest in flood emergencies, a growing phenomenon. The goal was to implement engaging and efficient training for citizens that live near rivers through a human-centric design approach. The second line of research explored innovative ways to improve social interaction and collaboration in the entertainment sector, highlighting guidelines for the design of shared streaming experiences. In particular, three different communication modalities were studied during group viewing of an interactive film on a streaming platform. Finally, the third research line focused on the retail sector. On the one hand, the focus consisted of understanding which aspects of the 3D web and AR technology are helpful for supporting small businesses and trade fairs. On the other hand, the focus was to investigate how to support consumers during an AR shopping experience when interacting with 3D virtual products of different sizes. Overall, this project provides suggestions and guidelines for designing systems that can both increasingly connect people at a distance and offer new hybrid worlds. In addition, this project expands state-of-the-art related to interactive technologies and offers generalizable results outside the crisis created by COVID-19. These technologies, now increasingly integrated into everyday life, can be a tool for empowerment and resilience, improving people's lives.The COVID-19 pandemic has upset the habits of people and various sectors of society, including training, entertainment, and retail. These sectors have been forced to adapt to abnormal situations such as social distancing, remote work, and online entertainment. The pandemic has significantly transformed the training field, leading to the closure of many in-person instruction centers and a shift toward online education courses, which can be less effective. In addition, the entertainment industry has been heavily transformed by social distancing, resulting in the cancellation of many live events and the closure of several cinemas. This has increased demand for online entertainment options, such as streaming services and virtual events. Finally, the restrictions imposed by the COVID-19 pandemic substantially impacted physical stores and fairs, suspending exhibitions for more than two years. This has further driven consumers to rely on e-commerce to fulfill their purchasing and companies to increasingly take advantage of new technologies such as augmented reality. In this suddenly disrupted scenario, new technologies have the potential to fill the gap generated by the pandemic, functioning as an interactive bridge to connect people. This Ph.D. thesis explored the potential of interactive technologies in mitigating the challenges posed by the COVID-19 pandemic in various contexts of use in the above-mentioned areas. Specifically, three lines of research were investigated by conducting different studies using a mixed approach in the Human-Computer Interaction field. The first research line focused on the study of immersive virtual reality training, with a particular interest in flood emergencies, a growing phenomenon. The goal was to implement engaging and efficient training for citizens that live near rivers through a human-centric design approach. The second line of research explored innovative ways to improve social interaction and collaboration in the entertainment sector, highlighting guidelines for the design of shared streaming experiences. In particular, three different communication modalities were studied during group viewing of an interactive film on a streaming platform. Finally, the third research line focused on the retail sector. On the one hand, the focus consisted of understanding which aspects of the 3D web and AR technology are helpful for supporting small businesses and trade fairs. On the other hand, the focus was to investigate how to support consumers during an AR shopping experience when interacting with 3D virtual products of different sizes. Overall, this project provides suggestions and guidelines for designing systems that can both increasingly connect people at a distance and offer new hybrid worlds. In addition, this project expands state-of-the-art related to interactive technologies and offers generalizable results outside the crisis created by COVID-19. These technologies, now increasingly integrated into everyday life, can be a tool for empowerment and resilience, improving people's lives

    The Proceedings of the 23rd Annual International Conference on Digital Government Research (DGO2022) Intelligent Technologies, Governments and Citizens June 15-17, 2022

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    The 23rd Annual International Conference on Digital Government Research theme is “Intelligent Technologies, Governments and Citizens”. Data and computational algorithms make systems smarter, but should result in smarter government and citizens. Intelligence and smartness affect all kinds of public values - such as fairness, inclusion, equity, transparency, privacy, security, trust, etc., and is not well-understood. These technologies provide immense opportunities and should be used in the light of public values. Society and technology co-evolve and we are looking for new ways to balance between them. Specifically, the conference aims to advance research and practice in this field. The keynotes, presentations, posters and workshops show that the conference theme is very well-chosen and more actual than ever. The challenges posed by new technology have underscored the need to grasp the potential. Digital government brings into focus the realization of public values to improve our society at all levels of government. The conference again shows the importance of the digital government society, which brings together scholars in this field. Dg.o 2022 is fully online and enables to connect to scholars and practitioners around the globe and facilitate global conversations and exchanges via the use of digital technologies. This conference is primarily a live conference for full engagement, keynotes, presentations of research papers, workshops, panels and posters and provides engaging exchange throughout the entire duration of the conference

    The Future of Information Sciences : INFuture2011 : Information Sciences and e-Society

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    Medical Informatics and Data Analysis

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    During recent years, the use of advanced data analysis methods has increased in clinical and epidemiological research. This book emphasizes the practical aspects of new data analysis methods, and provides insight into new challenges in biostatistics, epidemiology, health sciences, dentistry, and clinical medicine. This book provides a readable text, giving advice on the reporting of new data analytical methods and data presentation. The book consists of 13 articles. Each article is self-contained and may be read independently according to the needs of the reader. The book is essential reading for postgraduate students as well as researchers from medicine and other sciences where statistical data analysis plays a central role
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